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		[page:LightShadow] &rarr;

		<h1>[name]</h1>

		<p class="desc">
			该类在内部由[page:PointLight PointLights]所使用，以用于计算阴影。
		</p>


		<h2>代码示例</h2>

		<code>
		//Create a WebGLRenderer and turn on shadows in the renderer
		const renderer = new THREE.WebGLRenderer();
		renderer.shadowMap.enabled = true;
		renderer.shadowMap.type = THREE.PCFSoftShadowMap; // default THREE.PCFShadowMap

		//Create a PointLight and turn on shadows for the light
		const light = new THREE.PointLight( 0xffffff, 1, 100 );
		light.position.set( 0, 10, 4 );
		light.castShadow = true; // default false
		scene.add( light );

		//Set up shadow properties for the light
		light.shadow.mapSize.width = 512; // default
		light.shadow.mapSize.height = 512; // default
		light.shadow.camera.near = 0.5; // default
		light.shadow.camera.far = 500 // default

		//Create a sphere that cast shadows (but does not receive them)
		const sphereGeometry = new THREE.SphereGeometry( 5, 32, 32 );
		const sphereMaterial = new THREE.MeshStandardMaterial( { color: 0xff0000 } );
		const sphere = new THREE.Mesh( sphereGeometry, sphereMaterial );
		sphere.castShadow = true; //default is false
		sphere.receiveShadow = false; //default
		scene.add( sphere );

		//Create a plane that receives shadows (but does not cast them)
		const planeGeometry = new THREE.PlaneGeometry( 20, 20, 32, 32 );
		const planeMaterial = new THREE.MeshStandardMaterial( { color: 0x00ff00 } )
		const plane = new THREE.Mesh( planeGeometry, planeMaterial );
		plane.receiveShadow = true;
		scene.add( plane );

		//Create a helper for the shadow camera (optional)
		const helper = new THREE.CameraHelper( light.shadow.camera );
		scene.add( helper );
		</code>

		<h2>构造函数</h2>
		<h3>[name]( )</h3>
		<p>
			创建一个新的[name]。该方法不是直接调用的 —— 其在内部由[page:PointLight]调用。
		</p>

		<h2>属性</h2>
		<p>
			共有属性请参见其基类[page:LightShadow LightShadow]。
		</p>

		<h3>[property:Boolean isPointLightShadow]</h3>
		<p>
			Read-only flag to check if a given object is of type [name].
		</p>

		<h2>方法</h2>

		<p>
			共有方法请参见其基类[page:LightShadow LightShadow]。
		</p>

		<h3>[method:undefined updateMatrices]( [param:Light light], [param:number viewportIndex])</h3>
		<p>
		Update the matrices for the camera and shadow, used internally by the renderer.<br /><br />

		light -- the light for which the shadow is being rendered.<br />
		viewportIndex -- calculates the matrix for this viewport
		</p>

		<h2>源代码</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/lights/[name].js src/lights/[name].js]
		</p>
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